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Nali Castle - why no reflection or fog?
Posted: Tue Jan 20, 2009 10:34 pm
by andrewwan1980
I am so disappointed in Nali Castle level in Old Unreal 1. I use DirectX9 rendering... and the into sequence shows a beautiful Nali Castle with reflective floors, fogging and lighting. But when I get to Nali Castle level (single player), there's no reflective floors, no fogging. What happened? If the intro sequence is capable of displaying it, why can't I see it in single player level?
Has anyone else noticed this restriction?
Re: Nali Castle - why no reflection or fog?
Posted: Tue Jan 20, 2009 10:43 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
The actual level is just not made like that, it's not a rendering issue, it's the NaliC.unr (Nali Castle) map that differs from the Unreal.unr map (the intro) so you shouldn't be worried about it.
And why are there no reflections, I think that's because of the fact that translucency and mirrors reduce performance, so it'd probably be laggy as sin.
Re: Nali Castle - why no reflection or fog?
Posted: Tue Jan 20, 2009 11:16 pm
by []KAOS[]Casey
Yeah the intro map is beautified to show off the engine.. someone could potentially merge the two to retain the lighting, and besides.. how often do castle walkways have reflective stone? :p
Re: Nali Castle - why no reflection or fog?
Posted: Tue Jan 20, 2009 11:22 pm
by Jâçkrâßßit
here is how you fix:
1. load up naliboat.unr
2. find the "teleporter" class at the end of the map (near the cave).
3. Open up the advanced options of that class and change the URL
4. your good to go..
5. why would you do this?
yeah.. your talking about an intro map here.. of course its polished to look nice...
Re: Nali Castle - why no reflection or fog?
Posted: Tue Jan 20, 2009 11:27 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
3. Open up the advanced options of that class and change the URL to: UNREAL.UNR
Unreal.unr is not playable as a SP map. Change it to what?
Re: Nali Castle - why no reflection or fog?
Posted: Wed Jan 21, 2009 12:02 am
by Jâçkrâßßit
Unreal#PlayerStart?peer should do the trick.. but obviously this guy shouldn't do that unless he wants to end his game early for visual effects (lol)
Re: Nali Castle - why no reflection or fog?
Posted: Wed Jan 21, 2009 6:25 pm
by andrewwan1980
The actual level is just not made like that, it's not a rendering issue, it's the NaliC.unr (Nali Castle) map that differs from the Unreal.unr map (the intro) so you shouldn't be worried about it.
And why are there no reflections, I think that's because of the fact that translucency and mirrors reduce performance, so it'd probably be laggy as sin.
Sin wasn't a laggy game. It uses the Quake2 engine.
Anyway, the only other places using reflective floor surfaces were the early levels.. if you remember the room with the armor in a force field and you have to jump up to push a button? So it shouldn't be that bad using reflective & fogging effects in single player Nali Castle. Plus, if it could be done in the intro..... then it can be played too.
Thanks guys for your technical solutions to getting to play the level... but am more interested in finding out whether other people SEEN the same thing? Am I right or am I right? Have you got to Nali Castle (level skip if you must)... and notice the difference?
Re: Nali Castle - why no reflection or fog?
Posted: Wed Jan 21, 2009 6:57 pm
by []KAOS[]Casey
hit tab. type open nalic, press enter.
hit tab. type open unreal, press enter.
they're different maps, and theres no way to conform a map atm so..
Re: Nali Castle - why no reflection or fog?
Posted: Wed Jan 21, 2009 7:05 pm
by GreatEmerald
Anyway, the only other places using reflective floor surfaces were the early levels.. if you remember the room with the armor in a force field and you have to jump up to push a button? So it shouldn't be that bad using reflective & fogging effects in single player Nali Castle. Plus, if it could be done in the intro..... then it can be played too.
Thanks guys for your technical solutions to getting to play the level... but am more interested in finding out whether other people SEEN the same thing? Am I right or am I right? Have you got to Nali Castle (level skip if you must)... and notice the difference?
The reflective surface is Vortex Rikers is there because of the same thing as in Unreal.unr - showcase. The whole level is Unreal Engine showcase. Sure, nowadays reflections wouldn't cause too much trouble, but back then, it did. And also, if you actually explored Unreal.unr (like, play as spectator) you'd notice that it has nothing that can't be seen from the flyby. That way it has a performance boost that is enough to compensate for the special effects.
And yes, we have seen that.
Re: Nali Castle - why no reflection or fog?
Posted: Wed Jan 21, 2009 8:50 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
Sin wasn't a laggy game. It uses the Quake2 engine.
I wasn't talking about the game Sin. I was talking...oh nvm.
Re: Nali Castle - why no reflection or fog?
Posted: Wed Jan 21, 2009 9:24 pm
by Hellkeeper
I would say like []KAOS[]Casey : Reflective stone ? Surely they had to wash it a LOT.
It's just a showcase and reflective floor is actually not that cool anyway.